mirror of
https://github.com/ZDoom/Raze.git
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abf715eace
Currently the bit fields are still separate and they have to be merged, but for now the added memory does not matter. Having this structure in the common parts will allow work on consolidating the input code, though.
191 lines
4.3 KiB
C
191 lines
4.3 KiB
C
#pragma once
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#include <stdint.h>
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#include "fix16.h"
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#include "tflags.h"
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// Blood flags
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enum
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{
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flag_buttonmask = 127,
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flag_buttonmask_norun = 126
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};
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enum ESyncBits_ : uint32_t
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{
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SKB_JUMP = 1 << 0,
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SKB_CROUCH = 1 << 1,
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SKB_FIRE = 1 << 2,
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SKB_AIM_UP = 1 << 3,
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SKB_AIM_DOWN = 1 << 4,
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SKB_RUN = 1 << 5,
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SKB_LOOK_LEFT = 1 << 6,
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SKB_LOOK_RIGHT = 1 << 7,
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SKB_FIRST_WEAPON_BIT = 1 << 8,
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SKB_STEROIDS = 1 << 12,
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SKB_LOOK_UP = 1 << 13,
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SKB_LOOK_DOWN = 1 << 14,
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SKB_NIGHTVISION = 1 << 15,
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SKB_MEDKIT = 1 << 16,
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SKB_MULTIFLAG = 1 << 17,
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SKB_CENTER_VIEW = 1 << 18,
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SKB_HOLSTER = 1 << 19,
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SKB_INV_LEFT = 1 << 20,
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SKB_PAUSE = 1 << 21,
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SKB_QUICK_KICK = 1 << 22,
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SKB_AIMMODE = 1 << 23,
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SKB_HOLODUKE = 1 << 24,
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SKB_JETPACK = 1 << 25,
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SKB_GAMEQUIT = 1 << 26,
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SKB_INV_RIGHT = 1 << 27,
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SKB_TURNAROUND = 1 << 28,
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SKB_OPEN = 1 << 29,
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SKB_INVENTORY = 1 << 30,
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SKB_ESCAPE = 1u << 31,
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SKB_WEAPONMASK_BITS = (15u * SKB_FIRST_WEAPON_BIT),
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SKB_INTERFACE_BITS = (SKB_WEAPONMASK_BITS | SKB_STEROIDS | SKB_NIGHTVISION | SKB_MEDKIT | SKB_QUICK_KICK | \
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SKB_HOLSTER | SKB_INV_LEFT | SKB_PAUSE | SKB_HOLODUKE | SKB_JETPACK | SKB_INV_RIGHT | \
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SKB_TURNAROUND | SKB_OPEN | SKB_INVENTORY | SKB_ESCAPE),
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SKB_NONE = 0,
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SKB_ALL = ~0u
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};
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// enforce type safe operations on the input bits.
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using ESyncBits = TFlags<ESyncBits_, uint32_t>;
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DEFINE_TFLAGS_OPERATORS(ESyncBits)
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union SYNCFLAGS
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{
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uint32_t value;
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struct
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{
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unsigned int run : 1;
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unsigned int jump : 1;
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unsigned int crouch : 1;
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unsigned int shoot : 1;
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unsigned int shoot2 : 1;
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unsigned int lookUp : 1;
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unsigned int lookDown : 1;
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unsigned int action : 1;
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unsigned int jab : 1;
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unsigned int prevItem : 1;
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unsigned int nextItem : 1;
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unsigned int useItem : 1;
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unsigned int prevWeapon : 1;
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unsigned int nextWeapon : 1;
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unsigned int holsterWeapon : 1;
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unsigned int lookCenter : 1;
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unsigned int lookLeft : 1;
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unsigned int lookRight : 1;
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unsigned int spin180 : 1;
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unsigned int pause : 1;
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unsigned int quit : 1;
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unsigned int restart : 1;
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unsigned int useBeastVision : 1;
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unsigned int useCrystalBall : 1;
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unsigned int useJumpBoots : 1;
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unsigned int useMedKit : 1;
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unsigned int newWeapon : 4;
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};
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};
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// SW
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//
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// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
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//
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// weapons takes up 4 bits
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#define SK_WEAPON_BIT0 0
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#define SK_WEAPON_BIT1 1
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#define SK_WEAPON_BIT2 2
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#define SK_WEAPON_BIT3 3
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#define SK_WEAPON_MASK (BIT(SK_WEAPON_BIT0)| \
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BIT(SK_WEAPON_BIT1)| \
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BIT(SK_WEAPON_BIT2)| \
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BIT(SK_WEAPON_BIT3)) // 16 possible numbers 0-15
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#define SK_INV_HOTKEY_BIT0 4
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#define SK_INV_HOTKEY_BIT1 5
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#define SK_INV_HOTKEY_BIT2 6
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#define SK_INV_HOTKEY_MASK (BIT(SK_INV_HOTKEY_BIT0)|BIT(SK_INV_HOTKEY_BIT1)|BIT(SK_INV_HOTKEY_BIT2))
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#define SK_AUTO_AIM 7
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#define SK_CENTER_VIEW 8
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#define SK_PAUSE 9
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#define SK_MESSAGE 11
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#define SK_LOOK_UP 12
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#define SK_LOOK_DOWN 13
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#define SK_CRAWL_LOCK 14
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#define SK_FLY 15
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#define SK_RUN 16
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#define SK_SHOOT 17
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#define SK_OPERATE 18
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#define SK_JUMP 19
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#define SK_CRAWL 20
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#define SK_SNAP_UP 21
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#define SK_SNAP_DOWN 22
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#define SK_QUIT_GAME 23
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#define SK_MULTI_VIEW 24
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#define SK_TURN_180 25
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#define SK_INV_LEFT 26
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#define SK_INV_RIGHT 27
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#define SK_INV_USE 29
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#define SK_HIDE_WEAPON 30
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#define SK_SPACE_BAR 31
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// Exhumed
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enum {
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kButtonJump = 0x1,
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kButtonOpen = 0x4,
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kButtonFire = 0x8,
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kButtonCrouch = 0x10,
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kButtonCheatGuns = 0x20,
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kButtonCheatGodMode = 0x40,
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kButtonCheatKeys = 0x80,
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kButtonCheatItems = 0x100,
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kButtonWeaponShift = 13,
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kButtonWeaponBits = 7 << kButtonWeaponShift, // upper 3 bits.
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};
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struct InputPacket
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{
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int16_t svel;
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int16_t fvel;
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fix16_t q16avel;
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fix16_t q16horz;
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fix16_t q16aimvel; // only used by SW
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fix16_t q16ang; // only used by SW
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// Making this a union lets some constructs fail. Since these names are transitional only the added memory use doesn't really matter.
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// for Duke
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ESyncBits sbits;
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// for SW
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int32_t bits;
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// for Blood
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SYNCFLAGS syncFlags;
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// For Exhumed
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uint16_t buttons;
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};
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